Forum posts

Posted 13 years ago2011-08-14 17:33:26 UTC
in Half-Life Model and Map SDK Post #297944
You should speak more clearly because at least I don't understand what are you talking about.
Posted 13 years ago2011-08-14 13:04:55 UTC
in Half-Life Model and Map SDK Post #297937
Posted 13 years ago2011-08-14 08:37:24 UTC
in Post your screenshots! WIP thread Post #297930
Better textures to connect mountains with ground. Grass, bushes, trees, ambient sounds, birds, a waterfall...
Posted 13 years ago2011-08-09 17:45:09 UTC
in make train kill Post #297609
Yes, you can use env_beam with 255 (max) width or a lot of trigger_hurt activated by multi_manager one by one. It depends on what you want to do.
Posted 13 years ago2011-08-04 14:25:20 UTC
in Post your screenshots! WIP thread Post #297357
Not bad, Archie. Architecture and texturing aren't too impressive. It looks so good because of the naturalness and the physics of light. And what is the purpose of this structure? But I must say it have some nice feeling and atmosphere.
Posted 13 years ago2011-08-03 17:59:36 UTC
in Smooth curved pipes Post #297331
You see, it's easy to model pipes but models are lit incorrectly in GoldSrc. However I know a way to fix this. You would recreate the basic structure of the part of your map where the pipe would be, make exactly the same light sources as in your map and put the pipe in exactly the same place too. Then you would render the scene and simply bake the shadows into texture itself. Then you would need to make the model unaffected by world lighting at all. This can be done with env_render. As far as I know it is possible to bake textures in Blender, but I'm sure it's possible in pretty much any professional modelling editor.

The advantages of using this method would be better texturing and possibility to make the pipes very tiny and still smooth.

The small advantage of making pipes out of brushes with my technique is the ability to leave bullet holes on them.
Posted 13 years ago2011-08-01 19:09:18 UTC
in Realistic water caustics in GoldSource Post #297259
Thanks Daubster. Mine is generated too, but that's not what I mean. I had to try a lot of different types of water caustics textures to find one which looks good because most of them looked terrible. And I find the best textures those which are blurry and the worst which are sharp and detailed.
Posted 13 years ago2011-08-01 19:02:28 UTC
in Smooth curved pipes Post #297260
NEW METHOD TO MAKE SMOOTH CURVED PIPES !!!

I'm just writing this post for this thread to appear on the main page because I want for more people to see it. I mean otherwise it will be gone forever because TWHL is almost dead and few are checking the forums...
Posted 13 years ago2011-08-01 12:59:23 UTC
in Realistic water caustics in GoldSource Post #297252
And it's absolutely correct. However it's not that easy to get a texture which will look as good as mine.
Posted 13 years ago2011-08-01 10:58:34 UTC
in Realistic water caustics in GoldSource Post #297245
The bottom of the pyramid is NULL because it's facing the wall.
Posted 13 years ago2011-08-01 07:45:44 UTC
in Realistic water caustics in GoldSource Post #297236
Correct.
Posted 13 years ago2011-07-31 09:50:03 UTC
in Realistic water caustics in GoldSource Post #297201
Yes.
Posted 13 years ago2011-07-31 08:08:41 UTC
in Realistic water caustics in GoldSource Post #297195
By the way, the underwater sun rays were also done with a grid of scrolling func_conveyors.
Posted 13 years ago2011-07-30 17:18:10 UTC
in Smooth curved pipes Post #297177
The curve structure itself is made manually with vertex manipulation out of tetrahedrons with help of arches of different dimensions as reference for it to be mathematically correct. The cylinder itself is 8 sided. The curve is out of 4 parts. One curve like this have a total of 64 outer triangles. And as you can see it is really smooth enough. Each of the 4 parts of the curve is separate func_wall so they don't cut each other and don't increase w_poly. These parts also have zhlt_noclip 1 parameter so they are non-solid, like func_illusionaries, but they do block bullets and leave marks on them exactly the same as being solid. Every single face except the outer visible triangles are textured with NULL. So it doesn't create a lot of unnecessary clipping information and thus is very efficient. I use low poly CLIP brush for it to feel solid. Now all the magic is the texturing. The essence of this technique is that those curves are not affected by world lighting at all. All the faces are lit equally and this way any lighting bugs are impossible. The lighting is done already on the texture. The texture is simply one texture of flat curved pipe. I simply flattened the whole structure to the thickness of 1 unit, applied the texture, then expanded it again to it's real shape. This way the texture on the steep sides become a bit stretched but this can by fixed by a bigger resolution texture.
Posted 13 years ago2011-07-30 13:02:05 UTC
in Smooth curved pipes Post #297170
First I want for more people to see it and guess how it's done.
Posted 13 years ago2011-07-30 12:31:33 UTC
in Smooth curved pipes Post #297168
A technique I invented for perfectly smooth curved pipes. These are not models. It's not final, with better textures and a bit more math you can make it look even better.
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Posted 13 years ago2011-07-29 19:07:58 UTC
in What? Post #297134
Do I have them? I'm the only one in this fucking world who got them.
Posted 13 years ago2011-07-29 19:01:21 UTC
in What? Post #297132
What?
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Posted 13 years ago2011-07-29 18:58:08 UTC
in Realistic water caustics in GoldSource Post #297131
It's too simple. You can do it yourself lazy bastards.
Posted 13 years ago2011-07-29 15:05:27 UTC
in Realistic water caustics in GoldSource Post #297127
You are right. Basically it's just 2 textures going in opposite directions, so not really a ton. I also used pyramid technique instead of 1 unit wall, so you can't see it as a layer on top. It took a bit of experimenting and it's still not final. With a bit of time you can make it physically correct and look a lot more realistic.
Posted 13 years ago2011-07-29 14:43:13 UTC
in Realistic water caustics in GoldSource Post #297124
You are wrong. And what is NW?
Posted 13 years ago2011-07-29 13:59:40 UTC
in Realistic water caustics in GoldSource Post #297121
One of my recent inventions done in original Half-Life without any modifications:

http://www.youtube.com/watch?v=wyKahyg_uZI
Posted 13 years ago2011-07-26 15:51:32 UTC
in Last movie you saw? Post #297022
Stargate, Pitch Black
Posted 13 years ago2011-07-24 15:50:39 UTC
in Spirit of Half-Life Documentation? Post #296969
Posted 13 years ago2011-07-23 19:05:26 UTC
in Post your screenshots! WIP thread Post #296951
no
Posted 13 years ago2011-07-10 15:20:58 UTC
in Post your screenshots! WIP thread Post #296435
thecoolgman, I love the second screenshot, very half-lifish
Posted 13 years ago2011-07-03 15:05:00 UTC
in Modeling for halflife. For new mod. Post #296188
Milkshape is the easiest to use, but the best is definitely 3Ds Max.
Posted 13 years ago2011-06-27 21:32:59 UTC
in Post your screenshots! WIP thread Post #295992
Also make it more destructed. Rotate those pictures on the wall at messy angles. You could do this with one of the hanging monitors too. Try making a pipe broken and water running from it straight in to the pool :D You could even make the pool leaked.
Posted 13 years ago2011-06-27 21:10:55 UTC
in Post your screenshots! WIP thread Post #295989
Nice atmosphere. The lighting looks good. Add trims to the pipes where they join the wall and add some kind of support from the ceiling for them. I think the pool is a bit out of place but it looks interesting. I mean carpets, wood, marble, what is this place? As far as I know it's part of Black Mesa, but why would it need to be so pretty and expensive? I also think a few couches, trash cans and a wending machine would fit in there.

EDIT: Also I think the bright wooden floor texture is a bit too bright and clean. I mean people are walking on it and Black Mesa is a pretty old place. Anyway just make the texture a bit darker and bit more dirty with some small scratches or something. There could be a bit more contrast among the planks too.
Posted 13 years ago2011-06-16 20:21:24 UTC
in Now Playing: ... Post #295614
Posted 13 years ago2011-06-16 20:13:37 UTC
in TWHL 2011 Post #295612
Great map. I can't remember the last time I had such fun.
Posted 13 years ago2011-06-15 14:15:49 UTC
in custom weapons (ms3d) Post #295578
Mcrich114: I think it would be great if you would write a tutorial. There is very little information on HL modelling and especially this kind. From my experience the only way to learn modelling is to figure out everything by yourself.
Posted 13 years ago2011-06-14 20:42:31 UTC
in custom weapons (ms3d) Post #295558
Have you already explored HL SDK? I think there is a modelling tutorial and lots of example models in it.
Posted 13 years ago2011-06-10 11:48:14 UTC
in Post your screenshots! WIP thread Post #295462
Urby: Sure. I was thinking of using it in my map too, but it's not a problem, isn't it? The truck is a BM's truck, and both my map and your mod is based on Black Mesa. The Core is based on Black Mesa, right?
Posted 13 years ago2011-06-09 09:44:01 UTC
in Post your screenshots! WIP thread Post #295434
A very messy and imprecise thing I have created for fun. It's based on H.R. Giger's biomechanical style. He designed aliens for the movie Alien (1979). I made the textures from his pictures.
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Posted 13 years ago2011-05-30 18:31:44 UTC
in Post your screenshots! WIP thread Post #295092
Thanks! Of course world brushes.
Posted 13 years ago2011-05-30 09:34:53 UTC
in Post your screenshots! WIP thread Post #295075
After truckload of work my extremely low poly truck is finished. I suck at making textures.
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Posted 13 years ago2011-05-19 16:56:30 UTC
in TWHL 2011 Post #294805
Played it with a friend. Really fun small map. But I think respawns are too close to each other. And as I said some textures are way too clean.
Posted 13 years ago2011-05-19 05:09:11 UTC
in TWHL 2011 Post #294778
Looks great and oldschoolish. You have created really nice atmosphere.
Posted 13 years ago2011-05-18 17:55:08 UTC
in VIS error in cs 1.6 Post #294754
Turn the door to world brush again and see what happens.
Posted 13 years ago2011-05-18 16:04:46 UTC
in VIS error in cs 1.6 Post #294748
Is the door an entity? Also have you tried compiling with VIS -full?
Posted 13 years ago2011-05-18 16:01:48 UTC
in Post your screenshots! WIP thread Post #294747
Nice and simple. The ceiling looks a bit boring though.
Posted 13 years ago2011-05-02 04:25:49 UTC
in Now Playing: ... Post #294142
Posted 13 years ago2011-05-01 17:55:34 UTC
in Post your screenshots! WIP thread Post #294131
Actually it's very simple. All you need to do is export the original textures, scale them two or four times and then import again and lower the scale equally. The way it works is that the lightmap on which the light is projected becomes smaller so the shadows become sharper. But you can't use too much of this technique in your map because it eats enormous amounts of memory.

And as I said I'm planning to make a more detailed tutorial.
Posted 13 years ago2011-05-01 13:29:12 UTC
in Post your screenshots! WIP thread Post #294124
Little experimentation with lighting. I'm sure some already know how it's done but I'm probably going to make a tutorial for those who don't.
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Posted 13 years ago2011-04-30 17:07:14 UTC
in Post your screenshots! WIP thread Post #294091
Pretty nice. I see you used my idea? It really fits.
Posted 13 years ago2011-04-28 15:34:35 UTC
in TWHL Retro CS 1.6 Server Post #293999
Just checked it out. Really creative and unique oldschoolish map.
Posted 13 years ago2011-04-28 09:01:16 UTC
in Post your screenshots! WIP thread Post #293984
To tell you the truth I don't really like it and I'll tell you why. What is the purpose of this hallway? What I mean is that if this is an abandoned subway (as far as we talked) then you should make places which belong to a subway. For example: lobbies, control rooms, restrooms, maintenance rooms and so on. Not hallways just for the sake of hallways with useless yellow stripes on the floor. And this can be very easily fixed - USE GOOGLE IMAGES.
Posted 13 years ago2011-04-27 18:55:45 UTC
in Post your screenshots! WIP thread Post #293963
It's not fullbright.
Posted 13 years ago2011-04-26 10:54:27 UTC
in Post your screenshots! WIP thread Post #293933
Nice work on the detail. But I think there is a bit too much contrast among your textures and the lighting looks way too bright for an abandoned bunker. Consider more but less bright and smaller light sources. You could make some light coming from holes to outside. You could also try putting some temporary lamps. Something like this one:
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Use google images for ideas and to see how real abandoned bunkers look.
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